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Test framework: fixed that ai play step command doesn't work correctly on declare attackers and blockers steps;
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2 changed files with 51 additions and 4 deletions
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@ -0,0 +1,47 @@
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package org.mage.test.cards.single.stx;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBaseWithAIHelps;
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/**
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* @author JayDi85
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*/
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public class DaemogothTitanTest extends CardTestPlayerBaseWithAIHelps {
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@Test
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public void test_Attack_Manual() {
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// Whenever Daemogoth Titan attacks or blocks, sacrifice a creature.
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addCard(Zone.BATTLEFIELD, playerA, "Daemogoth Titan"); // 11/10
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addCard(Zone.BATTLEFIELD, playerA, "Grizzly Bears", 1);
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attack(1, playerA, "Daemogoth Titan");
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addTarget(playerA, "Grizzly Bears");
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertAllCommandsUsed();
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assertLife(playerB, 20 - 11);
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assertGraveyardCount(playerA, "Grizzly Bears", 1);
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}
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@Test
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public void test_Attack_AI() {
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// Whenever Daemogoth Titan attacks or blocks, sacrifice a creature.
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addCard(Zone.BATTLEFIELD, playerA, "Daemogoth Titan"); // 11/10
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addCard(Zone.BATTLEFIELD, playerA, "Grizzly Bears", 1);
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aiPlayStep(1, PhaseStep.DECLARE_ATTACKERS, playerA);
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertAllCommandsUsed();
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assertLife(playerB, 20 - 11);
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assertGraveyardCount(playerA, "Grizzly Bears", 1);
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}
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}
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@ -1683,8 +1683,8 @@ public class TestPlayer implements Player {
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mustAttackByAction = true;
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madeAttackByAction = true;
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this.computerPlayer.selectAttackers(game, attackingPlayerId);
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it.remove();
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break;
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// play step action will be removed on step end
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continue;
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}
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if (action.getTurnNum() == game.getTurnNum() && action.getAction().startsWith("attack:")) {
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@ -1774,8 +1774,8 @@ public class TestPlayer implements Player {
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if (action.getTurnNum() == game.getTurnNum() && action.getAction().equals(AI_PREFIX + AI_COMMAND_PLAY_STEP)) {
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mustBlockByAction = true;
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this.computerPlayer.selectBlockers(source, game, defendingPlayerId);
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actions.remove(action);
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break;
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// play step action will be removed on step end
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continue;
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}
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if (action.getTurnNum() == game.getTurnNum() && action.getAction().startsWith("block:")) {
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